Hi guys some time ago I tried to make 3d ironsights and I was able to but they are kind of crappy so I was wondering if somebody could help me to refine them. Btw I tried to find archis videos but I couldnt find them, were they deleted???
Here are my fail 3d ironsights:
Hope anyone can help me..Thanks in advance.
Last edited by HJGF on Thu Nov 25, 2010 1:19 am, edited 1 time in total.
Oh, wow! I was hoping somebody would get motivation [as I have absolutely none] to give the Colt 1911 3D Iron Sights. I give you props for simply trying. They look quite nice until the gun is fired. It looks like the chamber movement animations are messing up. I'm sure you remember from the original Colt that when you fire it, the chamber draws back then forward for realism.
Unfortunately, I know little about animations, especially when it comes to crating iron sights. Look for the chamber drawback animation and see if there's something wrong with it.
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The way you make ironsights H, is to go into the Objects.con and locate the position of the soldiers camera inside the Soldier data .inc file thats in there.
You then write those coordinates down, and place a camera in 3ds Max at those coordinates. Note the coordinates from the game are not identical to those in 3ds Max because of the scale of the game. After you have the camera in place, wtih a 47 degree field of view, seeing what the soldier would see in-game. You proceed to line up the ironsights to the center of the camera.
This is best done by placing a cylinder at the exact location of the camera, parallel with the cameras point of view. If you do it correctly the cylinder will be placed in the center of the camera and will be a dot marking where your ironsights should line up to.
You then animate you weapon. In order to make ironsights work, you have to line them up before you do any animating, and then animate from that position, always returning the gun to that position at the end of the animation.
Then after you export all your animations, you go into the Objects.con of the weapon, and set the soldier zoom to 0/0/0, and its ironsights.
When I get time I'll try and make a video on the youtube channel about the process since I dont have much time to explain it in detail here. It'll be the first part of a thing I'll name "Answered Questions" or something along that lines. Hang tight.
Guys your help is really necessary to me
I have found a manual
How to make a caterpillar for the tank http://www.battlefieldsingleplayer.com/ ... treads.htm
But it is impossible to me
what's the problem?
I can't understand
To find the decision by practical consideration it is unreal
You already did completely new models
Explain as to me to make a new caterpillar
At me it turns out only so
It is bad
I take a caterpillar from
I add a skeleton
I do animation
one wrote:Guys your help is really necessary to me
I have found a manual
How to make a caterpillar for the tank
....
Your best bet is to start this as a new thread instead of asking this in a completely unrelated thread. This thread is discussing handweapon animations. Track vertex skinning and animation is not the same. Please start a new thread about it and we can help you there.